
That Golden Island setting is a huge selling point. The stamina meter is far more forgiving early on, and your character feels much more powerful with the fantastical Greek Gods setting. In Immortals you unlock various weapon types and skins for them and you can change them out on the fly. One example that’s gone is weapon durability, a bane for me personally in my Breath of the Wild playthrough. In aping what made Breath of the Wild so special to many Ubisoft gives a more approachable take. Personally, I feel that Breath of the Wild was not wildly original, it was simply Nintendo’s solid take on a lot of gameplay ideas that Ubisoft and other developers had used to varying degrees of success. Each potion/consumable slot is tied to one of the directions on the d-pad and the system works well.
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You can gain Ambrosia to earn more health chunks, Zeus’ Lightning to gain stamina slots, Charon’s coins to upgrade abilities and powers, and there is a potion crafting and upgrade tree as well. There are various upgrade trees for combat and traversal abilities. An emphasis on physics-based puzzles, having systems that inter-mingle in satisfying ways, and offering up a large world that demands you explore instead of handholding you with forced waypoints. This game shamelessly takes many of the best parts of that title to build its foundations. They were clearly riffing on the shrines from Breath of the Wild, but where those felt delicately constructed with not a pixel out of place, in Immortals things regularly took more than one attempt just to work as intended.Īnd here is a 10-12 hour DLC that is essentially wall-to-wall trials with very little else worthy of note.The first game most people will bring up when speaking of Immortals is Nintendo’s beloved game Zelda: Breath of the Wild. Potentially steaming hot take incoming, but I just felt the trials in Immortals Fenyx Rising were arguably the weakest part of the entire game. defeat enemies by deflecting back their projectiles, and so on. Even these will test a fully levelled-up Fenyx as they will ask you to defeat enemies in specific ways eg. Your main area features no enemies – understandable considering this is a safe space for the gods – and there are only a few combat trials. If the Typhon trials were merely testing waters, these new challenges are the developers quite literally spreading their wings and getting ultra-creative.Ĭombat really does take a backseat in the DLC.

There are also now tricky navigational challenges that will test your skills to the limit. Intentional or not, this is what I was reminded of. But what you do get is the four gods introducing their trials to you in the same way that Richard O’Brien would do in The Crystal Maze. The same goes for Zeus and Prometheus narrating your journey. As a result, there is no bickering amongst them all like back in the Hall of the Gods. Unlike the main campaign, the gods are now dotted throughout the new area. In the centre is the Pantheon where the seats of the gods are housed, and around this are four areas all dedicated to the same gods you saved in the main game: Ares, Aphrodite, Athena and Hephaistos. Instead, it acts like a giant hub area with portals dotted liberally around the place that lead to Olympos Trials. Olympos is a smaller open-world than the main game, with much less of an emphasis on exploration and combat this time. They are once again greeted by Hermes who explains that, in order to get to the inner circle of the gods, Fenyx will once again need to prove themselves worthy. We pick up the A New God DLC with Fenyx entering Olympos for the first time.
